/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2008 Erwin Coumans  http://bulletphysics.com

This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:

1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/

#ifndef CHARACTER_CONTROLLER_INTERFACE_H
#define CHARACTER_CONTROLLER_INTERFACE_H

#include "btVector3.h"
#include "btActionInterface.h"

class btCollisionShape;
class btRigidBody;
class btCollisionWorld;

class btCharacterControllerInterface : public btActionInterface
{
public:
    btCharacterControllerInterface () {};
    virtual ~btCharacterControllerInterface () {};

    virtual void    setWalkDirection(const btVector3& walkDirection) = 0;
    virtual void    setVelocityForTimeInterval(const btVector3& velocity, btScalar timeInterval) = 0;
    virtual void    reset () = 0;
    virtual void    warp (const btVector3& origin) = 0;

    virtual void    preStep ( btCollisionWorld* collisionWorld) = 0;
    virtual void    playerStep (btCollisionWorld* collisionWorld, btScalar dt) = 0;
    virtual bool    canJump () const = 0;
    virtual void    jump () = 0;

    virtual bool    onGround () const = 0;
};

#endif
